#version 460
#extension GL_GOOGLE_include_directive : enable

#include "../../../../core/shader_binding_ID.h"
#include "../../../../core/shader_taster_transform.h"
#include "../../../../core/shader_taster_color.h"
#include "../../../../core/shader_taster_line.h"



layout(location = 0) in vec3 inPos;

layout(location=0) out vec4 outColor;
out gl_PerVertex {
	vec4	gl_Position;
	float	gl_PointSize;
};

//vec3 vs[3] = {vec3(-100,-500,0), vec3(-100,500,0), vec3(500,00,0)};
void main(void) {
	vec4 p = vec4(inPos, 1.0);
	gl_Position = mat_ProjecView[0] * mat_Model[gl_InstanceIndex + drawProp.MatrixOffset] * p;
	gl_PointSize = 4.0;


	outColor = f_glsl_buildColor(InstanceColor[gl_InstanceIndex + drawProp.ColorPropOffset]);
}


 


